Combo |
Position |
Damage |
Works on: |
Difficulty |
Notes
|
2P > 2S > 2H > 236S~(9)~H |
Any |
92 |
All |
[1] Very Easy |
Standard BnB. Provides corner carry and knockdown; some female characters may tech before hitting the ground (i.e. Jam, Elphelt) if you do not include the hop(9) input. 236S~H won't connect if your back is to the corner as you won't make the juggle in time.
|
2P > 2S > 5H(1-3) > 236S~(9)~H |
Any |
90 |
All |
[1] Very Easy |
Variation on standard BnB using 5H instead of 2H. Provides corner carry and knockdown; some female characters may tech before hitting the ground (i.e. Jam, Elphelt) if you do not include the hop(9) input. 236S~H won't connect if your back is to the corner as you won't make the juggle in time.
|
2P > 2S > 5H(1-3) > 2D > (Air Combo) |
Any |
71* |
All* |
[1] Very Easy |
Alternative to first BnB. If your back is to the corner or you're worried about the character teching GMW follow up, this offers a guaranteed knockdown for less damage. Can cancel 2D into item toss or jump cancel for followup pressure. Air combo follow up applies to a subset of characters, see 2D confirm section.
|
2P > 2S > 5H(1-3) > 2D > 236S~(9)~H |
Any |
102 |
Female characters (excluding Kum) |
[1] Very Easy |
Alternative to above BnB that only works on female characters. Nets you more damage than usual. Adding the the hop can keep characters from teching out. Damage depends on number of hits you get from 5H.
|